#Help
Dave:
>> Vault.zip
I downloaded your VAULT.zip file and checked it out. You have a few
problems, some in the 3DS usage, some artistically. I'll hit both quickly.
You have set the pelvis as the master object. In itself, this is not a
problem, but I would recommend linking this as the child to a dummy right
below the floor (track). This will make it much easier to animate the
running sequence later.
Any time you move the master object, everything else moves with it. When
you move the master object down, all other objects move with it. This is
why the feet go down below track level. The only way to fix this is to
manually move them back or play with the rotation of the legs and knees.
This is what inverse-kinematics fixes for you, BTW. (Maybe release 4?)
IK will allow you to move the feet and have everything else work with it.
Check out Soft Image for a really good implementation of this.
While you're at it, check out Edweard Muybridge's excellent books on human
and animal locomotion. All pictures, you can copy the motion and get
perfect keyframing. When the runner squats down, if you turn on 'path show'
for the pelvis, you will see it is a perfectly straight line down in your
animation. However, if you think about it, the pelvis would move forward as
he squats to keep his balance (try it yourself!).
This type of character animation is extremely difficult. You almost have to
go in frame by frame to set the proper keys. That is why you don't see too
much of it anywhere.
A noteworthy exception, for those of you who went to the Siggraph party
Tuesday or stopped by our booth, is the singing mouse animation done by
Bruce Edwards, a professional old-time cell animator. Excellent keyframing,
morphing, all perfectly lip synced and to the music. And this was his first
project in 3DS! He's only had 3DS for 3 months! Humbling! Look forward to
seeing more of his work on future demo reels.
Greg Pyros